My journey from 0 to Junior
It’s no secret to anyone who knows me that two interests have topped my list for a very long time: space exploration and VR. My passion for space started when I was just a kid. VR Development came into my life a few years ago during a school project.
Off and on, I started working on projects in Blender 3D and Unity. But truly pushing through? I never did. I started a full-time job, and life kept throwing things my way that I used as excuses to postpone my dream, becoming a VR Developer in the aerospace sector.
I’m done...
Recently, I came across an article about the NASA Space Apps Challenge and I thought to myself: Why not? Why shouldn't I choose something that genuinely makes me happy? It is 2026, time to show myself I can do this.
Starting TODAY, I am officially launching my journey from 0 to Junior VR Developer.
This will be a path of complete self-study alongside a full-time job. Maintaining a strict schedule is going to be tough. That is exactly why I want to share my journey online through this blog and Instagram. Consider it my ultimate accountability tool...
The Plan for the Coming Week
- Diving into the Engine: I am starting with the basics of Unity and the C# programming language. Fortunately, I’m not starting completely from scratch; I already have some basic knowledge of HTML, CSS, and JavaScript.
- The Very First Steps: Don't expect spectacular VR worlds just yet. The absolute priority right now is understanding the fundamentals of the code.
When Am I a Junior VR Dev?
Every form of progress is something to be proud of. However, I have set a concrete goal for myself. By the end of this journey, I want to master the following competencies:
3D Asset Creation (Blender)
- Hard Surface Modeling: Creating clean, mechanical objects (satellites, rovers, habitats) with proper topology.
- Low-Poly Optimization: Making models that look visually impressive but are technically lightweight enough for real-time VR (poly-count management).
- PBR Texturing: Understanding Physically Based Rendering (how does sunlight reflect off gold foil or titanium in the vacuum of space?).
- UV Mapping & Baking: Efficiently unwrapping models and baking details (Normal Maps) to save processing power.
Game Engine (Unity)
- C# Programming: Moving from the basics (variables, functions) to an intermediate level (classes, interfaces, async programming).
- Physics Engine: Simulating forces (AddForce, Torque) and adjusting global gravity for different celestial bodies.
- UI/UX Design: Building functional dashboards (Canvases) that make complex data readable within a 3D space.
- XR Development: Gaining knowledge of the XR Interaction Toolkit to create smooth VR interactions.
Data & Engineering
- Data Parsing (JSON/XML): Being able to load external data streams (like live telemetry from a satellite) into a simulation.
- Vector Math: A solid understanding of 3D math (Dot products, Quaternions) for navigating in an environment without an "up" or "down".
- Optimization & Profiling: Detecting bottlenecks in the code so the simulation always runs at a stable framerate (crucial to prevent motion sickness in VR).
Workflow & Professional Skills
- Version Control (Git): Managing projects professionally via GitHub, including working with branches and pull requests.
- Technical Documentation: Being able to clearly explain code and systems (essential for the strict safety protocols in the aerospace industry).
- Rapid Prototyping: The ability to build a working prototype (Minimum Viable Product) within 48 hours during a hackathon.
Is there a timeline?
Well... that remains the question. Of course, I can't get all of this done in a single week, no matter how much I'd like to. I expect this to take at least a year. Since consistency and self-study aren't my greatest natural talents, these online updates will be my secret weapon to keep going.
Are you interested in seeing how I tackle code, 3D models, and deadlines? Follow my journey here or on Instagram!
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